I recommend dropping a squad of gun drones and getting some pathfinders. Not enough reliable lights for your multiple commanders to get uses out of it. Please you need some redundancy so that when you lose a few you don't lose your 97% hit chance on your commanders.

You don't need three drone controllers on the stealth suits. Only one. You have to trace 6" from that specific model, and remove him as a casualty last, but hey that's -10 points that you can spend elsewhere.

Looks like a solid list! I'd make a couple of small changes though- bring in a small squad of Pathfinders, drop the Kroot Hounds and Fire Warriors to make room, and shift the wargear around a little to make room for a few more Gun Drones as well as a few Rail Rifles. What do you think of this list?

Adas wrote:I like pathfinder but I have one big problem with them, they cannot survive past turn one, enemy always focus on them.And i have only 3x Ion Rifle glued.

If you don't have Rail Rifles, that's okay- Ion Rifles are great too. And the trick with Pathfinders is to deploy them as far back as you can, really. Their purpose is to use their Markerlights 100%, so deploy them far back and in cover. Anyway, here's an alternative list:

By the way, if you have a second Fireblade, that might be good to include too. Just having one means your Drones need to stick together. Not a bad thing, just reduces flexibility a little. What do you think?

I think you should maybe drop the firewarrior squad for 2 firesight marksman. They are pretty cheap, have a 3+ to hit, 3 wounds, 2+ armor save in cover annnnddddd THEY HAVE THE CHARACTER RULE! So they can't be killed first turn.

I can't see why taking shield drone on the commanders, in my opinion is much better giving them two marker drone, drop the Coldstar (it never worths its points) and taking another Cib commander with no ATS but instead a drone controller. Also, as stated before, consider taking two Firesight Marksman. The pathfinders are poorly durable and they are going to die in the first turn against 90% of your opponents. Another simple trick is to split the drones in minimum sized units to force your opponent to split his anti infantry fire over multiple small target increasing your chance to survive, the only downside of this is that you are going second, but with this kind of list is not necessarily a problem and probably you are going to play as second either way.

gualtikhan wrote:I can't see why taking shield drone on the commanders, in my opinion is much better giving them two marker drone, drop the Coldstar (it never worths its points) and taking another Cib commander with no ATS but instead a drone controller. Also, as stated before, consider taking two Firesight Marksman. The pathfinders are poorly durable and they are going to die in the first turn against 90% of your opponents. Another simple trick is to split the drones in minimum sized units to force your opponent to split his anti infantry fire over multiple small target increasing your chance to survive, the only downside of this is that you are going second, but with this kind of list is not necessarily a problem and probably you are going to play as second either way.

Shield Drones on Commander because due the Character rule the opponent first has to chew through two models with T4 Sv4++ and a 5+ FnP each. Definitely worth it.

Coldstar is worth it as well. I can't think of any scoring unit that's this fast and the damage output is decent. It can also easily tie up a shooty unit in melee (say hello to Lascannon Devastators/Havocs) if you position the rest of your army properly and build up enough pressure.

gualtikhan wrote:The pathfinders are poorly durable and they are going to die in the first turn against 90% of your opponents.

Put your Pathfinders in cover, at the rear of your army, and (if possible) up high. Force your opponent to use their longer-range guns on them, or rapid-fire guns using the single shot profile. If you put 8 Pathfinders in cover, it would take a ton of boltguns to kill them all. 36 shots to be exact, which is over 400 points worth of Space Marines. All to kill 64 points of Pathfinders. Get them in cover and behind your main line, and you'll have it easier- not easy, but easier.

gualtikhan wrote:drop the Coldstar (it never worths its points)

As Panzer mentioned, yeah, the Coldstar is an interesting unit. Unlike most Tau units, its function isn't to unleash devastating amounts of firepower, but rather to secure objectives, pick off small units, tie up shooting units, and generally be a nuisance. Every time you score an extra objective or tie up a powerful unit, think about it as accruing advantage over your opponent. There are more ways to gain the upper hand than just killing things.

That said though, using the Coldstar is counter-intuitive and tricky. Unless you're willing to use it really assertively and harass your opponent, it's probably not worth it.

I'm after first test game against old Death Guard with 40 pox walkers, 2x drone, 4xdaemon prince, typhus and some sorcerer. His list was close combat oriented but hard to crack, tabled him in 6 turn with loss of all commanders and most drones.I will put second firecadre instead fire warriors and maybe pathfinders instead of kroothounds. I love my Coldstar, he is not my striker but very tactical tool with his speed, and when he is my Warlord my enemy lost his nerve about how hard is to kill coldstar (speed, stats and character rule is great combo).Shield drones for commanders to make them more hard to kill in my opinion are better than marker drone (maybe not for CiB commander)Crisi suits works nice as shield for my commander bomb.That was my firs game with CiB in list, now I love its multipurpose stats (marker lights helps a lot)